Level Design: Einhel Keep Styled Map
The culmination of what made this map to be was based on many factors.
The first being this was a project to create a level map using the Illinois State University campus as the map blueprint. The second spark was my most recent obsession at the time of a game called Trails of Cold Steel IV. It was a game that I won in an online lottery that sparked my passion for the Trails series. I was recently going through the game’s Einhel Keep, and got inspiration from it to make a level using similar mechanics.
This level incorporates many mechanics that get the player to flip switches in a way that incentivizes them to backtrack and test switches in order to obtain items from chests.
Here is the Full map in all of its glory.
I’ll explain some things so that you understand what everything means in depth, as the legend shows, but doesn’t completely describe the mechanics well.
Chests - These are your classic video game treasure chests that a player can open. If they do, they get the item that is inside.
Switches - Marked by a number or letter, they change the rotation of anything they correspond to simultaneously.
Flipboard - These are boards that have two varying positions. All boards are tied to a corresponding switch that has the same number on it. If more than one board has a number, all of those boards are affected at the same time when the switch is pressed. When said switch is pressed, they change to their second variation (the dotted line).
Rotating Platform - These are Platforms that also have 2 different variations. All platforms are tied to a corresponding switch that has the same letter on it. Instead of the platform completely flipping (most of the time), it instead rotates one of its parts to the indicated dotted line. It has been a while since I’ve done this map and back then I didn’t indicate EXACTLY how it flips, but I remember my intention being that the platform (for the most part) EITHER, leads to the intended path, OR, leads to a backtracking shortcut or chest. You don’t get both.
Vent - A mechanic used in the Trails series. Players crawl into a vent and follow the dotted path, only to appear at the other vent. This was a way for me to have the player travel from point a to point b without fudging up the campus map dramatically.
Droppable Ladders - These ladders lead to the next segment of the level, but aren’t accessible UNLESS they lower it from the higher end. It is SOLELY used so the player has an easier time backtracking. The play pattern of these ladders are that they complete the segment, then drop the ladder so that when they visit they can easily use the ladder to get back to the part of the puzzle they were on.
I challenge you to solve the maze, as it is quite fun to go through. Here are some higher quality parts of the map so you can see it in detail.
Note that the map parts don't line up. But similar parts on the map "slices" should allow you to follow the map to it's fullest. If you get confused, you can also reference the full map near the top of the post.







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